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Title: Stat RPG


Nate - December 31, 2006 11:05 PM (GMT)
Um... if you guys would like... I could try and remake the old one (to an extent) so that it's more active than it has been in the recent updates... It would take me time... and keep me up at night... but I want to get people back into it... or remove it.

Just a thought. (Oh and the city/state things will stay.)

Kaden - December 31, 2006 11:08 PM (GMT)
We all know how they always work out. They're up for about a month and a half, then as everyone gets maxed out on levels, a few people go on vacations, it's all put on a hold until they come back... and by then everyone's tired of it.

I say get rid of it.

Nate - December 31, 2006 11:11 PM (GMT)
Ah but see... the problem was people got maxed out... with my new idea... it will be very hard...

Trainee (yay) -> first tier (1 keyword/class) -> (2 keywords/class)

Trainee's have 10% to all growths so they won't increase much... and my way makes the stats increase random... so noone will really know how to max out.

Plus states will have to be active.

But getting rid of it's fine.

Dragon_Tam3r - January 1, 2007 12:35 AM (GMT)
It's a never ending cycle. Summer comes and it'll be active again.

'Sides we have a "team" that's "supposed" to "be" "working" on "it". I kinda overused the "'s but never the less, you get what I'm saying >_>

sara13987 - January 1, 2007 01:14 AM (GMT)
QUOTE (Nate @ Dec 31 2006, 07:41 PM)
Ah but see... the problem was people got maxed out... with my new idea... it will be very hard...

Trainee (yay) -> first tier (1 keyword/class) -> (2 keywords/class)

Trainee's have 10% to all growths so they won't increase much... and my way makes the stats increase random... so noone will really know how to max out.

Plus states will have to be active.

But getting rid of it's fine.

That's slightly complicating it more than last time. If anyone's noticed, the more complicated an RPG is, the less people participate and the faster it dies. My suggestion is to completely go back to the start, except with a few alterations for variety in units, and restrictions so that units can't be too powerful.

SpiralStatic - January 1, 2007 01:20 AM (GMT)
I think sara's got the best idea here. The more expansive these RPGs get, the faster they die, so let's keep it simple.

I Have a Sandwich - January 1, 2007 01:31 AM (GMT)
From what I've seen, the problem is primarily in the judging system/judges.

Kaden - January 1, 2007 01:54 AM (GMT)
Well, what I suggest, is make a calculator which prints out a URL with a digital recipt (SP?), then anyone can judge themselves. A lot easier if you ask me.

Nate - January 1, 2007 02:27 AM (GMT)
QUOTE (Illiterate @ Dec 31 2006, 08:54 PM)
Well, what I suggest, is make a calculator which prints out a URL with a digital recipt (SP?), then anyone can judge themselves. A lot easier if you ask me.

You get it then...

And promotions shouldn't give you 30 points...

I'm going through FE7 agian and when I promoted Kent (In Chapter 10!) he only got 15 points... actually more like 12...

4 speed
3 skill
2 luck
1 def
2 res

Not much of a increase to me... but it was still much more balanced than what we do at this site.

And the EXP system... the easier it is to lvl the less challanging. We should make it like FE7. There EXP system is better.

And we should get it like in FE7 how they have the "I didn kill you but I did hit you and dealt damage so I get EXP." Sort of thing. (That's 10 +1 [actually it's .5 not 1] for every lvl higher you are than the enemy.)

Dragon_Tam3r - January 1, 2007 02:58 AM (GMT)
Um, what was the judges' problem, I could've sworn we were doing amazing, had they let us do judging topics again, it would've been even better >_>

EDIT:After...re-reading the rules, you get less then half of 30 points, 14 to be exact, where'd you get 30 from?

So Nate, if you miss, you get no exp? Also the hitting for EXP, and getting higher exp for higher levels, is just asking for speed-training, You get a low level a weak weapon, and he hits the strong character all day long, meanwhile give the strong member a weapon that's un-effective/weak against their weapon type with low Acc, and then the weak member could easily gain more then one level in a battle, and assuming they do this every day... You get the idea.

I Have a Sandwich - January 1, 2007 05:08 AM (GMT)
The main problem with judging was, as I said, there was a lot of playing favorites going on. If it was set up so that if you were going to judge you had to do the oldest non-judged topic or something that would probably work. Look at the old arena. There are TONS of old battles that never got judged.

Kyrillos - January 1, 2007 05:43 AM (GMT)
Tinkered FE system.

I can make a TI-83 Calc program to do vitals.

Judging, is a different matter.

Dragon_Tam3r - January 1, 2007 12:09 PM (GMT)
Well, if we were allowed to do judging topics, then it'd make it better, plus alot of the matches un-judged, one of the people said they found a judge, or one of the people played for like...a day, so no one even bothered.

The paying per battle judged made alot of people judge other's battles, but like you said, who would want to judge to make their enemy stronger?

I thought the idea from FE...6? System was good, they made sure every country had like 2-3 judges, so every country would get battles judged, and that was back where you were basically in a country, or not really in the RPG at all. But we could make some freelance players judges, then everyone'd be set.

sara13987 - January 1, 2007 04:25 PM (GMT)
QUOTE (SpiralStatic @ Dec 31 2006, 09:50 PM)
I think sara's got the best idea here. The more expansive these RPGs get, the faster they die, so let's keep it simple.

Really though. A summary of the RPG's to date:

1st: Started on Gametalk. Constituted of very few countries, including Bern, Ostia, Tania, Pharae, and Sacae. Everyone had the same stats at level one, and had growths. 2 good, 2 bad, 3 average. Maybe only 1 bad, I don't know. However, you could cash in two averages for another good and bad. Everyone had a special effect, but if it was overpowerful, you were asked to change it (mine wasn't noticed until almost after it was over. :P ). House Vaults may have been established at this time. Additional stats at promotion were to be distributed at will, and were awarded depending on how many weapons you started off with. One unit was allowed, no more.

2nd: Very few differences from the original. Special effects were eliminated, and, by this time, Etruria, Ilia, and Nabata were completely established. Pharae was eliminated as a country due to lack of interest. I don't believe you were allowed to trade in growths at this time, though, and country matters such as salaries were put into play. The Blood Tsunami Pirates (Badon) were established near the end of the era. Up to 3 units were allowed to be owned.

3rd: The standard stat system was abolished. Tania and Ostia were changed into the Eastern and Western Lycias. Politics became more important, as was strength. Keywords and such were also introduced. The rules became longer. Weapons were determined from a set number of "weapon stats" at creation, although more could be bought by diminishing your unit's starting stats.

4th: The setting of the RPG switched from Elibe to Magvel. Infrastructure was introduced, and the keyword-system was expanded upon. I don't know much about this, as I didn't play any part.

5th: Magvel switched to, uh, FEW's custom map. Infrastructure expanded and the system became more complicated. The growths were changed from words to numbers. Well, these Rules can pretty much be found in the Rules topic now.

6th: The setting went back to Elibe once more. Infrastructure was eliminated. Countries started off with two territories, but could acquire more by defeating NPC territories. Salaries increased with each territory gained, but decreased with every member in the country. The stats stayed the same as the previous RPG.


See, I don't believe RPGs 1 and 2 died. RPG 3 died by a lack of judges assigned to wars, and almost died due to my not-sending-in-unit-lists midway through. 4 and 5, I'm not sure of. 6 died because of the lack of forum teamers who could judge wars.

Someone could easily attribute the wars to the downfall of the RPG. The more wars there are, the fewer that get done, and the more the RPG is at a standstill. However, I distinctly remember a war between Nabata and Tania in the first RPG. It was played on a simple map. It was about 10x10 squares in length, and was played on a desert, holding up movement. No fancy graphics, the units were represented solely by the square being pink. That way, if one unit had to move, it was easy to change; anyone could do it.

Dragon_Tam3r - January 1, 2007 04:49 PM (GMT)
Well, I have no clue about 1-2 reset, I joined right when the countries were forming in the 3rd reset...

3-5 seemed to have been killed off by Forum Team's lack of judging, or doing anything, whatsoever. The superpower(s) basically were allowed to do anything we wanted to an extent, with little force, as seen with the 3rd reset, where it turned to a 1 on..6?

Every reset I've been in seems to been killed by lack of War Judges, and then when (almost) anyone was allowed to come a War Judge, we had too many, and then all of our power was stripped away without warning, again resulting in no wars being judged.

I think our Forum Teamers just need to shape up a little bit more, and then actually do something within the RPG, the only people I've seen do this, is Grondy, who is rarely on, Alex, who usually just fools around and makes dumb-ass excuses to not do something, and frankly, it's just those 2, I remember having like 5+ Forum Teamers. I know they have to do "behind the scenes" work, which I believe is messed up, because then they make rules, which players don't like, and ends up making people leave because of the rules.

What I think should be changed is that give regular players a bit more imput then "Can we do blah-blah?" and then a Mod comes and laughs at them, and closes the topic getting the last word, and driving new players away who just wanted to help. Give people who help the RPG move, like (Tornament runners? :( ) judges some more credit then people who just judge and set up a system so that Judges can actually judge without being spammed by the person who lost, just because they're upset. Forum Teamers and people who do the behind the scenes work should NEVER be the country leaders, that's just ruining the whole aim of anyone being able to host a country, which it should rightfully be. I'm not saying Forum Teamers can't do anything, because then they wouldn't want to work on the RPG most likely because they're working hard for no reason for them. They just shouldn't be automactically given power, mabey make a poll to choose the country leaders.

I'd rant on and on more, but I think I lost track of what I was going to say in the first place anyways :P

sara13987 - January 1, 2007 04:54 PM (GMT)
QUOTE (Dragon_Tam3r @ Jan 1 2007, 01:19 PM)
the only people I've seen do this, is Grondy, who is rarely on,

I don't expect him to... show up again. Consider ourselves minus an excellent forum teamer. :/

Dragon_Tam3r - January 1, 2007 05:02 PM (GMT)
Although I don't know what he was doing in the Production forum, he didn't do that much in recent resets, even being a country leader, he didn't seem to make much of an impact *Cough* Because the reknowned Luis-UnB duo weren't in his country *cough*

Nate - January 1, 2007 08:23 PM (GMT)
QUOTE (Dragon_Tam3r @ Dec 31 2006, 09:58 PM)
Um, what was the judges' problem, I could've sworn we were doing amazing, had they let us do judging topics again, it would've been even better >_>

EDIT:After...re-reading the rules, you get less then half of 30 points, 14 to be exact, where'd you get 30 from?

So Nate, if you miss, you get no exp? Also the hitting for EXP, and getting higher exp for higher levels, is just asking for speed-training, You get a low level a weak weapon, and he hits the strong character all day long, meanwhile give the strong member a weapon that's un-effective/weak against their weapon type with low Acc, and then the weak member could easily gain more then one level in a battle, and assuming they do this every day... You get the idea.

When I meant for hitting and gaining EXP...

Player 1 deals 1 damage and has 3 HP with x2 hits
Player 2 deals 1 damage and has 6 HP

Player 1 hits
Player 2 hits
Player 1 hits

Player 1 hits
Player 2 hits
Player 1 hits

Player 1 hits
Player 2 hits

Player 1 gets -5 uses and 10 EXP while player 2 gets 30 EXP




Well maybe if the judges weren't biased and in there topics we would get them back...

I swear when I first came UndeadBLight wanted 1k gold for judging 2 matches.

That's why I became a judge. Not to make anyone wait longer just because they can't afford to get judged.

Judges should not be allowed to charge for judging matches. They should all be free (except for the 50g they get for battle.)

Kaden - January 1, 2007 08:50 PM (GMT)
Yeah, that sounds a lot like what I used to do at FES, you get experiance for certain things. If the other person missed, they got on exp, you got 5, if you hit, you got 5, and the other person got one. I think then the winner got +15 and (thier level - the loser's level). The loser just got +10. This way, everyone gets experiance, just so you're not constantly trapped by the power levelers.

Dragon_Tam3r - January 1, 2007 09:03 PM (GMT)
QUOTE (Nate @ Jan 1 2007, 02:23 PM)
QUOTE (Dragon_Tam3r @ Dec 31 2006, 09:58 PM)
Um, what was the judges' problem, I could've sworn we were doing amazing, had they let us do judging topics again, it would've been even better >_>

EDIT:After...re-reading the rules, you get less then half of 30 points, 14 to be exact, where'd you get 30 from?

So Nate, if you miss, you get no exp? Also the hitting for EXP, and getting higher exp for  higher levels, is just asking for speed-training, You get a low level a weak weapon, and he hits the strong character all day long, meanwhile give the strong member a weapon that's un-effective/weak against their weapon type with low Acc, and then the weak member could easily gain more then one level in a battle, and assuming they do this every day... You get the idea.

When I meant for hitting and gaining EXP...

Player 1 deals 1 damage and has 3 HP with x2 hits
Player 2 deals 1 damage and has 6 HP

Player 1 hits
Player 2 hits
Player 1 hits

Player 1 hits
Player 2 hits
Player 1 hits

Player 1 hits
Player 2 hits

Player 1 gets -5 uses and 10 EXP while player 2 gets 30 EXP




Well maybe if the judges weren't biased and in there topics we would get them back...

I swear when I first came UndeadBLight wanted 1k gold for judging 2 matches.

That's why I became a judge. Not to make anyone wait longer just because they can't afford to get judged.

Judges should not be allowed to charge for judging matches. They should all be free (except for the 50g they get for battle.)

Why are all judges labelled biased? I admitted over and over that I not only don't like judging my warring country's battles, I resent it, but if they PMed/IMed me asking for a battle to be judged, I always did, wether right then, or within the same day.

UnrealBlight!, will anyone ever get that, not UndeadBlight, not UnrealBright, not UnrealSight, not UnrealFlight, not UnrealFright...you get the idea... Anyways, I never stated anywhere that I charged, that's the reason I became a judge, was because others charged people to judged, I toke tips, and tipped battles were judged first, but un-tipped battles were judged. You give me the topic where I said that, I'll look for it in a bit.

I've never seen any judge charge after like, the 3rd reset, mabey some judges charged when judges didn't get paid for judging, but that's most likely all.


I kinda like Illierate's a bit more, but mabey touched up a bit.

Kaden - January 1, 2007 10:22 PM (GMT)
Here's what I can find from FES. This was my old, old, old crap. I didn't save my final versions, so the war stuff is WAY too complicated, and the profiles may be too, but whatever, use what you'd like.
(Just posting the important, and any bold is what I believe is way to complicated.)

Profiles

III. Stat Assignment
You have 20 points to spend on all the stats except con, aid, and move. Each stat will directly affect your battle. Connected directly to the stats, are growth rates. Your character will have two 75% growth rates, two 50% growth rates, and three 30% growth rates. Every point that goes into HP, counts as two, but you get an automatic 14 HP. HP may not be above 24 when you’re done assingin stats, and any other may not be above 6.

IV. Class/Race Selection

Pick a trainee class. Depending on class, you get certain stat upgrades.

Pupil: +3 Resistance, +1 Magic. (Con: 4 Aid: 3 Move: 4)
Journeyman: +2 Strength, +3 HP. (Con: 5 Aid: 4 Move: 4)
Scout: +2 Skill, +1 Speed. (Con: 4 Aid: 3 Move: 5)
Henchman: +2 Strength, +3 HP. (Con: 5 Aid: 4 Move: 4)
Recruit: +6 HP. (Con: 6 Aid: 5 Move: 4)
Trainer: +2 Resistance, +2 Skill. (Con: 6 Aid: 5 Move: 5)
Pickpocket: +2 Speed, +2 Speed. (Con: 4 Aid: 3 Move: 4)
Shooter: +2 Skill, +2 Speed. (Con: 4 Aid: 3 Move: 4)

Each of these classes starts out with a certain weapon skill.

Pupil: Pending Magic (This is a weapon skill, and later when you promote, it becomes whatever type of magic you wish.)
Journeyman: Axe
Scout: Bow
Henchman: Sword
Recruit: Lance
Trainer: Lance
Pickpocket: Knife
Shooter: Musket

Pick one of those classes above. From there, when you reach level 10, you may choose which class you want to promote to.

Pupil: Monk [F] (Magic turns to Light,) Troubadour [H] (Magic turns to Light,) Mage [F] (Magic turns to Anima,) or Shaman [F] (Magic turns to Dark.)
Journeyman: Pirate [F], Brigand [F], or Fighter [F]
Scout: Archer [F]
Henchman: Mercenary [F]
Recruit: Cavalier [H] (Gains Sword,) Soldier [F], or Knight [F]
Trainer: Pegasus Knight [Y] or Wyvern Rider [Y]
Pickpocket: Thief [F] or Myrmidon [F] (Knife Turns to Sword)
Shooter: Musketeer [F] or Chemist [F] (Gains Bombs)

All con for people on foot [F] is 6, horseman [H] is 7, and flying [Y] is 8. If the character is female, subtract 2 from con to get aid, if male, subtract 1. Move is con. If you character is a knight, you may only move 5.

VII. Promotions

When your trainee reaches level 10, you may promote your character to one of the allowed classes. You also get to distribute 10 stat points any way you like. After that, when you reach level 10/20 you may promote again. However, this time you must fight to obtain a promotion item. After you win this battle, you may promote your character one last time. When you are promoted, you get 15 stat points to distribute however you would like. Also, you gain 5,000 gold and one level A weapon.

The second time you promote, you get to choose again, depending on your class.

Monk: Bishop or Sage (Gains Anima)
Troubadour: Mage Knight (Gains Anima) or Valkyrie
Mage: Sage (Gains Light) or Mage Knight
Shaman: Summoner or Druid (Gains Anima)
Pirate: Berserker or Warrior (Gains Bow)
Brigand: Berserker or Buccaneer (Gains Musket)
Fighter: Warrior (Gains Bow) or Hero (Gains Axe)
Archer: Sniper or Ranger (Gains Sword)
Mercenary: Hero (Gains Axe) or Ranger (Gains Bow)
Cavalier: Great Knight (Gains Axe) or Paladin
Soldier: Halberdier (Gains Sword OR Axe) or General (Gains Sword and Axe)
Knight: General (Gains Sword and Axe) or Great Knight (Gains Sword and Axe)
Pegasus Knight: Pegasus Lord (Gains Bow OR Light Magic) or Falcoknight (Gains Sword)
Wyvern Rider: Wyvern Lord (Gains Sword) or Wyvern Knight
Thief: Rouge or Assassin (Gains Sword)
Myrmidon: Swordmaster or Assassin (Gains Knife)
Musketeer: Buccaneer (Gains Axe) or Grenadier (Gains Sword)
Chemist: Inventor (PM Kaden if you get here.) or Grenadier (Gains Sword)

IX. How to Gain Experience

Experience on most Fire Emblem forums is based on if you win or not, and the level of your opponent. On FES, I’d like to take that idea, and add a unique twist to it. On Fire Emblem Symphony, if you either hit an opponent, dodge an attack, MISS and opponent, be hit by an attack, or hit an opponent and DON’T do damage, you also gain experience. Even if you lose the battle, you gain experience.

Hit an Opponent and do Damage: 10 Exp
Hit an Opponent and Don’t do Damage: 1x The number of levels above the other character is.
Dodge an Attack: 12 Experience
Hit by an Attack: 1x The number of levels above the other character is.
Win a Battle: 1x The number of levels above the other character is, +30
Lose a Battle: 1x The number of levels above the other character is.

War (This never started up, so who knows how it would've worked.)

I. Basics

Alright, war is run with a number of different systems. First of all, countries each get income in a different way, and this is all through Fitra. Second, armies must be paid, and fed, depending on size, and army size depends on population. Nodes are cities and places like that, which appear on the map. Nodes are either connected by roads, or they aren’t. If you’re moving your army from node to node, and there is no road, it will cost more. Trading takes place in Fitra, where money will be traded for goods, then goods for money. After you feel confident your country is strong, you declare war and fight on group battle style maps. If you fight on your own soil, you get certain stat bonuses. Also, each country is allowed to have generals, which each has their own unique ability, and starts at level 10/20/01.

II. Joining Countries.

Joining countries is simple. First, you locate the country recruitment topics, and decide on which country you wish to join. From there, you simply post saying you would like to join. However, each country may have its own list of requirements, which you need to meet to join. Also, you may tell a leader you’re leaving their country whenever you want, but just know, if you try to re-join later on, they might not let you join.

Alright, just like armies, each country has a completely different economy. To make money, countries must gather their resource, and sell it to Fitra. Fitra will then sell this resource to other countries to make a large profit. Every country has three resources (Except Fitra, who has one.)

Kinsfer-Black Powder, Silver, and Steel (They need iron to make steel.)

Sarabia-Salt, Fish, and Copper.

Keldia-Lumber, Wyverns, and Fur.

Fitra-Gold.

Graliad-Stone, Wheat, and Cattle

Levenfeld-Gravel, Pegasus, and Potato.

Resden-Iron, Horses, and Cloth/Dye.

Agriculture and climate affect a lot of these resources. Fish cannot be caught where it’s too cold for them to live, and the same happens with wheat. Every day, your country will have a random weather event affect it, and your resources in some way. If one resource fails, you must rely on the other two to save you.

VI. Node Types

Nodes, are cities, ports, forts, mines, and all of the above. Country leaders will be able to buy nodes, and assign people to them. Each node collects, or refines a certain resource. You may buy a node to collect resources other than your own, but the process will not be as fast. Here are some basic node types.

Capital
Starting HP: 100,000
Starting Defenses: Villager Militia, King, and Generals.
Capacity: 100,000
Other Functions: If your capital is surrounded, you cannot gain any resources. If your capital is destroyed, your country is not defeated, but soldiers will lose moral until it is recaptured.

City
Starting HP: 10,000
Starting Defenses: None
Capacity: 10,000
Other Functions: The largest form of a city possible. These may be changed into any node except a capital, but will also serve the same functions as a town.

Town
Starting HP: 1,000
Starting Defenses: None
Capacity: 1,000
Other Functions: Can be changed into any level 1 Node. Can also upgrade to City for 1,000 Gold, 2,000 Lumber, and 500 Stone.

Village
Starting HP: 500
Starting Defenses: None
Capacity: 500
Other Functions: Can be changed to any level 0 node, and upgraded to a Town for 500 Gold, 1,000 Lumber, and 250 Stone.


XIV. Moving Armies

Armies may be set in nodes, and in open areas alike. However, nodes will provide more protection, and will give your army an advantage over enemy attackers. To move an army, you must pay 1 gold per soldier, AND a certain amount of gold based on what type of terrain you’re traveling over.

1. Gravel Road-1 Gold
2. Grass-2 Gold
3. Desert/Forest-3 Gold
4. Mountains-4 Gold
5. Sea-5 Gold

Making a gravel road is simple. Leaders must simply have the correct amount of gravel, and then alert me where they want the road built.

XV. Trading

Trading is simple. Every week, you’ll get an income of resources. You must then post in a topic that is called “Weekly Traded #_.” In that topic, you will trade your resource with Fitra, in exchange for gold. After you have gold, you may purchase other items from countries, in their own topic.

XVI. Declaring War and Diplomacy

In the topic “Tyranian Diplomacy,” there will be a list of countries, and after each country, the rest will be listed. Each of these countries will be color coded, blue is an ally, yellow is an ally’s enemy, grey is neutral, purple is an enemy’s ally, and red is an enemy. To change the status, you must post a topic in the ‘Tyrania’ Forum, asking the status to be changed. If you wish to become an ally with a nation, you must have their leader’s permission before you post.

XVII. Battles

Battles work similar to group battles, but with a twist. A formula will be calculated, and before a battle, you select which soldiers you wish to send into battle, and with the formula, I will say what soldiers each side gets to take into battle.

XVIII. Fighting on Your Own Turf

If you are fighting a battle in your own country, you will get certain advantages over the enemy. One, you can go to villages, and receive items, while all the enemy can do destroy them. Each village the enemy destroys gives you a certain amount of militiamen. Also, your soldiers get stat bonuses if you fight in your own country.

XIX. Lords and Generals

Lord and Generals are a part of each country. First of all, each country has one class they must focus their main army on. This class is the base for two of the army’s main generals. Say the class is a Pegasus Knight, then the two generals would be FalcoKnights. These generals may be taken into any battle, as long as the objective allow it.

Nate - January 1, 2007 10:43 PM (GMT)
I skipped wars...

But I'd like the class thing... but I found 2 flaws...

1. Assassin's, rogue's, and theif

should use only daggers... since really it is what they use.

2. Trainee pickpocket gets +2 speed and... +2 speed!

Kaden - January 1, 2007 10:45 PM (GMT)
Yeah, that's not the final version, that's why. xD Ronian was a godly G-Mod on that forum. He'd find stuff like that, tell me, and fix it. By the end, the system had to have been near perfect. Pretty much what I did though, was try incorporating new things to add a wider variety to war... which never happened. Plus, I tried to avoid power leveling.

sara13987 - January 2, 2007 12:08 AM (GMT)
Nate, in wars, you received experience for hitting. I know that for a fact, although now I'm unsure why it wasn't implemented in the Arena battles. Perhaps because it could be abused. Everything has the potential to be abused.

Kaden, that seriously confuses me. The problem with infrastructure, in my mind, is that is makes the RPG more of a Sims game. It takes emphasis away from the battling, which is the entire point of the RPG, yes? Hence our name, "Fire Emblem Wars". I could understand the first part, but the roads? Way too in depth for me, anyway, to be able to comprehend and implement. I'm sure it's a good system, but by my experience things work better when they're less complex.

Also, about the class thing... I really liked FEW's original system, where you were able to customize your unit. Restricting weapons and classes just feels kind of... grounding.

Kaden - January 2, 2007 12:21 AM (GMT)
QUOTE
and any bold is what I believe is way to complicated.)


I agree with you there. I never really liked that system of war, that's why half of it was bolded. It was all to complicated to keep running and keep people from cheating.

I'd like to see some simpler/more interesting way of battling during the wars. I was never in a battle in war (not just because it was boring, but because everyone else would powerlevel and I'd be 0 while they were like, 20/20/20) but I watched. Although I watched and read the rules, I still never figured it out.

Alright, just ignore that paragraph, why don't we just leave out wars for now and work on the basic stuff, like battling. I mean, each time I've been here and there's been a reset, maybe around 30 people make characters, and 10 participate in war. I say start with the simple stuff.

Dragon_Tam3r - January 2, 2007 12:24 AM (GMT)
Groundring!

Geez, there's not much of a RPG, it's just pick a template and keep saying "I FITE J00 LAWLZERZ!"


About the war participation, sure there's a few people in wars, but in the wars, they're putting out the maximum characters they can, I think it's just some people straight out refuse to be in a Country, which basically does nothing to the actual RPG, just makes a training partner of sorts.

Kaden - January 2, 2007 12:25 AM (GMT)
QUOTE (Dragon_Tam3r @ Jan 1 2007, 07:24 PM)
Groundring!

Geez, there's not much of a RPG, it's just pick a template and keep saying "I FITE J00 LAWLZERZ!"

...What? That makes no sense what-so-ever.

Dragon_Tam3r - January 2, 2007 12:36 AM (GMT)
Never Mind, look at the experience, I really don't get it, you get exp for everything, even if you don't do a thing, that's nice and all, but then you stop and say that if you won, you get this amount of exp, and if you lost you get this amount, is that supposed to be added on? If so, then you could easily level in every battle. And you could effectively lose exp with the win/lose battle. (Unless if the you're a higher level, negitives don't apply?)

I also like alot of elbow room when it comes to promotion/creation, all we can do is do whatever it says we have to, there's not a huge room for customization.

Also, the Fitra, unless it's automatic, cut out the middle man, and make is so you can just sell the resources to an NPC with unlimited cash. Also, can you effectivly buy the items sold to Fitra, instead of actually being forced to trade?
EDIT: Did I just condradict myself there? >_>

Kaden - January 2, 2007 12:40 AM (GMT)
QUOTE (Dragon_Tam3r @ Jan 1 2007, 07:36 PM)
Never Mind, look at the experience, I really don't get it, you get exp for everything, even if you don't do a thing, that's nice and all, but then you stop and say that if you won, you get this amount of exp, and if you lost you get this amount, is that supposed to be added on? If so, then you could easily level in every battle. And you could effectively lose exp with the win/lose battle. (Unless if the you're a higher level, negitives don't apply?)

I also like alot of elbow room when it comes to promotion/creation, all we can do is do whatever it says we have to, there's not a huge room for customization.

Also, the Fitra, unless it's automatic, cut out the middle man, and make is so you can just sell the resources to an NPC with unlimited cash. Also, can you effectivly buy the items sold to Fitra, instead of actually being forced to trade?
EDIT: Did I just condradict myself there? >_>

That's my old RPG, I didn't change country names or anything. And yeah, Fitra was an NPC that actually had unlimited cash, so it was more of a bank.

Like I said before, the whole thing is the first draft, after ronian and I tested it out (as well as a few other people) we made a few tweaks and it was fine.

And what you guys aren't realizing, is I just posted my old, old stuff as a resource, you don't have to consider it as me wanting you to use it, just suggestions.

Dragon_Tam3r - January 2, 2007 12:45 AM (GMT)
I'm just saying what I think would be changed.

Why not post your final draft then?

Kaden - January 2, 2007 12:48 AM (GMT)
Well, I kinda changed the forum to a music forum... and deleted the final drafts, didn't save them. X_X

Lionheart - January 2, 2007 01:10 AM (GMT)
Looking at Sara's post awhile back about each RPG we had, I liked the first one, maybe the second. And I also liked when we had keywords

Looking at Kaden's long post, I liked the trainee idea.

Kyrillos - January 2, 2007 01:45 AM (GMT)
The keywords were, in all respects, crap. Alot of them were underpowered, and several of them were OVERpowered.

Personally, let's just delete everything and have a very simple arena.

Moving this to FEW CHAT, might also be a brilliant idea. [/intelligent backseat moderation]

Kaden - January 2, 2007 04:13 AM (GMT)
I agree that keywords are cheap, but it still needs to be structured, and IMO have some sort of triangle. So I recommend either keeping to classes and allowing extra weapons skills, or making classes (of weapons) that people have to put each weapon under, and make a triangle with that. It adds more strategy to war.

I Have a Sandwich - January 2, 2007 04:41 AM (GMT)
We could probably make a much better system if we tried to stray from the strict rules from the FE games. I mean, we can still have some loose relations alike names and triangles, but if we try to copy it it will fail.

Nate - January 2, 2007 05:42 AM (GMT)
Like for a new triangle

Daggers (Like swords)

Halberds (Like spears... for halberdiars soldiers and some others)

and fists (to replace axes)

guns for the 4th thing.

I Have a Sandwich - January 2, 2007 06:11 AM (GMT)
Guns would be straying too far from FE.

Nate - January 2, 2007 06:29 AM (GMT)
X.X Sorta... maybe throwing knives or something like that...

Kyrillos - January 2, 2007 03:04 PM (GMT)
I don't believe that FE even has Cannons. No gunpowder, no guns.

Dragon_Tam3r - January 2, 2007 03:08 PM (GMT)
Well, the pirate ships had cannons I believe, but that's just being picky >_>




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